Not only that, but this "retro-flavored Breakout clone with a dash of RPG folded into it" is playable on PS3, PSP and Vita, as far as I'm aware.
I know for sure that it's playable on PSP, though, since I just bought it. Yes, that means I now own four "copies" of Wizorb--one each for my Mac, PC, PSP and Xbox 360.
A word of warning to those of you who are about to race to your PSPs and download this puppy: A bit of "frame-rate chug" weaseled its way into this particular version.
It doesn't ruin the experience--or at least it hasn't yet ruined it for me--but it is noticeable, not to mention a tad annoying, especially if you've spent some time with the Mac, PC or Xbox 360 releases.
Hopefully no such "chug" rears its ugly head while playing the game on a PS3 or Vita. Since I don't own either of those systems, though, I currently can't tell you if that's the case or not.
See also: 'A somewhat gay review of Wizorb (PC and XBLIG)' and 'Ten questions with the guys who created Wizorb'
Showing posts with label bat-and-ball. Show all posts
Showing posts with label bat-and-ball. Show all posts
Thursday, July 26, 2012
Monday, May 28, 2012
Cyrus and his magic rod are coming to PS3, PSP and Vita
OK, so the header above is a bit childish. Sorry about that. I have a good reason for coming up with and using it, though--with that reason being that I wanted this post to grab the attention of as many people as possible.
Why is that? Well, it's because this post is about Wizorb, a game that I believe has not received nearly enough attention since it was released last September.
As for why I'm writing about it again (yeah, I've written about it a few times already): This Breakout-with-a-smidge-of-RPG is going to be made available to PS3, PSP and Vita owers--as a PS Mini--sometime this June.
Oh, and according to the fine gents at tinycartridge.com, this version of Wizorb will be sold for the entirely reasonable (in my opinion) price of $3.99.
News flash (or maybe not, given all the love I've showered onto this title thus far): I'll be picking this up day one, despite the fact that I already have copies of Wizorb sitting on my Xbox 360, PC and (I think) Mac.
(Via tinycartridge.com)
Why is that? Well, it's because this post is about Wizorb, a game that I believe has not received nearly enough attention since it was released last September.
As for why I'm writing about it again (yeah, I've written about it a few times already): This Breakout-with-a-smidge-of-RPG is going to be made available to PS3, PSP and Vita owers--as a PS Mini--sometime this June.
Oh, and according to the fine gents at tinycartridge.com, this version of Wizorb will be sold for the entirely reasonable (in my opinion) price of $3.99.
News flash (or maybe not, given all the love I've showered onto this title thus far): I'll be picking this up day one, despite the fact that I already have copies of Wizorb sitting on my Xbox 360, PC and (I think) Mac.
(Via tinycartridge.com)
Labels:
bat-and-ball,
Breakout,
brick-breaker,
PS Minis,
PS Vita,
PS3,
psp,
rods,
sony,
Tribute Games,
Vita,
Wizorb
Monday, March 19, 2012
And the winners of the Wizorb Steam codes are ...
Notice how I said "winners" and "codes" as opposed to "code" and "winner"? That's because the gracious guys at Tribute Games gave me a total of three download codes for the Steam release of their brilliant Breakout homage, Wizorb.
How did I decide who will receive said download codes? I wrote all of your names on a piece of paper, cut them out, folded them up, tossed them into a hat and then had my husband draw the winners, that's how.
As for which names he pulled from my hat, here you go:
* diaglyph
* Kevin
* Marcus
Congrats, you three!
When you have a chance, let me know in the comments section below where I should send your code. If you'd rather not share your e-mail address here, feel free to contact me at bochalla(at) yahoo(dot)com.
To all of you who didn't win: Thank you for participating. Also, if you have any interest at all in Wizorb, I would highly recommend buying it. It's only $3 and it's packed with content that will keep you busy (and happy) for many hours.
See also: 'A somewhat gay review of Wizorb (PC and XBLIG)'
Illustration by Yannick Belzil |
As for which names he pulled from my hat, here you go:
* diaglyph
* Kevin
* Marcus
Congrats, you three!
When you have a chance, let me know in the comments section below where I should send your code. If you'd rather not share your e-mail address here, feel free to contact me at bochalla(at) yahoo(dot)com.
To all of you who didn't win: Thank you for participating. Also, if you have any interest at all in Wizorb, I would highly recommend buying it. It's only $3 and it's packed with content that will keep you busy (and happy) for many hours.
See also: 'A somewhat gay review of Wizorb (PC and XBLIG)'
Labels:
bat-and-ball,
Breakout,
brick-breaker,
giveaways,
mac,
PC,
pixels,
retro,
Steam,
The Gay Game Giveaway,
Tribute Games,
Wizorb,
Yannick Belzil
Thursday, March 15, 2012
The Gay Gamer Giveaway™: Wizorb Edition
So, I received a rather surprising e-mail from Tribute Games' Justin Cyr last night. In said e-mail, Cyr let me know that PC and Mac versions of his company's maiden release, Wizorb, could now be bought, downloaded and played via Steam.
Cyr also sent me a promo code for this three-parts-Breakout-to-one-part-Zelda game, but since I already own both the PC and Mac versions of Wizorb (yes, I enjoyed it that much) I thought I'd give the code to someone who has yet to experience its excellence.
What do you have to do to be the someone who receives said promo code (which will allow you to download Wizorb from Steam for free)? Not much, really. Just leave a comment below between now and 9 pm PST on Sunday, March 18. On Monday morning, I'll toss all of the accumulated names into a hat and pull out the winner.
See also: Previous Wizorb posts
Cyr also sent me a promo code for this three-parts-Breakout-to-one-part-Zelda game, but since I already own both the PC and Mac versions of Wizorb (yes, I enjoyed it that much) I thought I'd give the code to someone who has yet to experience its excellence.
What do you have to do to be the someone who receives said promo code (which will allow you to download Wizorb from Steam for free)? Not much, really. Just leave a comment below between now and 9 pm PST on Sunday, March 18. On Monday morning, I'll toss all of the accumulated names into a hat and pull out the winner.
See also: Previous Wizorb posts
Labels:
bat-and-ball,
Breakout,
giveaways,
Justin Cyr,
mac,
PC,
retro-ish,
Steam,
The Gay Game Giveaway,
The Legend of Zelda,
Tribute Games,
Wizorb
Friday, November 11, 2011
A somewhat gay review of Wizorb (PC and XBLIG)
Game: Wizorb
Genre: Brick-breaker
Developer: Tribute Games
Publisher: Tribute Games
System(s): PC, Xbox 360
Release date: 2011
In pretty much every post I've published about Wizorb thus far, I've described it as "Breakout with a smidge of an RPG." After spending some quality time with this downloadable title over the last week or so, though, I've come to the conclusion that I should have been calling it a Legend of Zelda-inspired brick-breaker instead.
Why? Because while the bulk of Wizorb's gameplay brings to mind titles like the aforementioned Atari release, its graphics, setting--named, ahem, "Kingdom of Gorudo"--and soundtrack bring to mind the game that's known in Japan as The Hyrule Fantasy: Zeruda no Densetsu. Wizorb's main town/hub area, the decimated Tarot Village--which the player can help rebuild by donating gathered gold--also recalls that Nintendo classic. (Said village is the only location players are able to explore freely, by the way. The game's five other locations, each of which houses 13 block-busting stages, are accessed via a board-game-esque world map.)
At the end of the day, though, this basically is a gussied-up Arkanoid clone, so how does its bat-and-ball action stand up to its predecessors-cum-competitors in that particular genre? Pretty darn well. Although Wizorb features a par-for-the-course paddle--although here it's supposed to be a wizard's magic wand--and ball, players can do more with the former than they can in most such games. For example: clicking the left mouse button (while enjoying the PC version, obviously) launches a fireball into the play area, while clicking the right one produces a gust of wind that blows the ball in the direction of the wand. Also, though most destroyed blocks drop coins, gems and potions that refill your magic gauge, some drop curses that shrink your wand or slow it to a crawl.
Another of Wizorb's inventive additions to the brick-breaker oeuvre: many of its stages include bonus rooms and shops that more often than not prove to be life-savers. All in all, Tribute Games' maiden release is refreshing, remarkably polished and well worth the price of admission (a measly $3) whether or not you're bonkers for Breakout and its ilk.
See also: Previous 'somewhat gay' reviews and previous Wizorb posts
Labels:
a somewhat gay review,
Arkanoid,
bat-and-ball,
Breakout,
brick-breaker,
Jonathan Lavigne,
Linux,
mac,
PC,
pixels,
retro,
reviews,
Tribute Games,
Wizorb,
XBLIG,
Xbox 360
Wednesday, October 12, 2011
Ten questions with the guys who created Wizorb
While playing Wizorb, the RPG-tinged Breakout clone that hit the Xbox Live Indies Game service two weeks ago, it's easy to forget you're in 2011.
I say that in a positive way, as this three-dollar title brings to mind a number of things that I believe have been missing from games since the mid- to late-1990s.
For instance, it features beautiful, pixel-based graphics that bring to mind the best that the Sega Genesis had to offer. It also features a bouncy, blippy soundtrack that brings to mind the tunes that filled our ears while playing games like The Legend of Zelda: A Link to the Past.
What prompted the guys at Tribute Games to create such a retrotastic title, and when can we expect it to hit other platforms (if ever)? I recently asked Justin Cyr, Jonathan Lavigne and Jean-François Major those very questions. Read on to hear their responses.
The Gay Gamer: What prompted the three of you to come together and make this game (and also form Tribute Games)?
Jonathan Lavigne: I've been serious about going indie since 2005, but it was only a matter of timing for us to make it offical this year. Just before the three of us started working on Scott Pilgrim vs. The World: The Game, I was already working with Jean-François on Wizorb in our spare time. At first, it was only supposed to be a small project that would allow Jean-François to develop his game engine. Six months ago, I had just finished Ninja Senki while both Justin and Jean-François finished working on productions at Ubisoft and Eidos, so we decided it was time to join forces and finish Wizorb.
Justin Cyr: We're doing this entirely out of our own pockets, so it took a while to save enough money to allow ourselves enough time to make something good. It's always a little intimidating to give up that kind of security, but I think if we didn't make the jump when we did the moment would have passed us by.
Jean-François Major: We've always gotten along and had pretty similar tastes in games. Going indie really gives us this freedom to create the games we've always dreamed of playing.
TGG: Whose idea was it to make a game that combines elements of Breakout with those of an RPG?
Jonathan: I came up with the idea first, but it grew into something bigger [when] Justin and Jean-François added their own personal touches to it.
Jean-François: When we realized the game had great potential, we wanted to add a way to tell a story and give a bit more life to the game. We wish we could have fleshed out [the game's RPG elements] a bit more. Maybe we'll keep some room for improvement for a sequel?
I say that in a positive way, as this three-dollar title brings to mind a number of things that I believe have been missing from games since the mid- to late-1990s.
For instance, it features beautiful, pixel-based graphics that bring to mind the best that the Sega Genesis had to offer. It also features a bouncy, blippy soundtrack that brings to mind the tunes that filled our ears while playing games like The Legend of Zelda: A Link to the Past.
What prompted the guys at Tribute Games to create such a retrotastic title, and when can we expect it to hit other platforms (if ever)? I recently asked Justin Cyr, Jonathan Lavigne and Jean-François Major those very questions. Read on to hear their responses.
The Gay Gamer: What prompted the three of you to come together and make this game (and also form Tribute Games)?
Jonathan Lavigne: I've been serious about going indie since 2005, but it was only a matter of timing for us to make it offical this year. Just before the three of us started working on Scott Pilgrim vs. The World: The Game, I was already working with Jean-François on Wizorb in our spare time. At first, it was only supposed to be a small project that would allow Jean-François to develop his game engine. Six months ago, I had just finished Ninja Senki while both Justin and Jean-François finished working on productions at Ubisoft and Eidos, so we decided it was time to join forces and finish Wizorb.
Justin Cyr: We're doing this entirely out of our own pockets, so it took a while to save enough money to allow ourselves enough time to make something good. It's always a little intimidating to give up that kind of security, but I think if we didn't make the jump when we did the moment would have passed us by.
Jean-François Major: We've always gotten along and had pretty similar tastes in games. Going indie really gives us this freedom to create the games we've always dreamed of playing.
TGG: Whose idea was it to make a game that combines elements of Breakout with those of an RPG?
Jonathan: I came up with the idea first, but it grew into something bigger [when] Justin and Jean-François added their own personal touches to it.
Jean-François: When we realized the game had great potential, we wanted to add a way to tell a story and give a bit more life to the game. We wish we could have fleshed out [the game's RPG elements] a bit more. Maybe we'll keep some room for improvement for a sequel?
Friday, October 07, 2011
The Great Gaymathon Review #38: Flying Hero (Famicom)
Game: Flying Hero
Genre: Arcade
Developer: Aicom
Publisher: Epic/Sony Records
System: Famicom
Release date: 1989
Before you ask: no, this isn't an 8-bit predecessor of the Super Famicom shoot 'em up (made by Sofel and released in 1992) with the same name. Instead, it's more akin to Arkanoid--although even that isn't the most apt or accurate of comparisons. Hopefully this brief description will help clarify things: you control a trio of firefighters who have been tasked with saving the inhabitants of several burning buildings. Two of said firemen hold a trampoline and, with your help, race back and forth along the base of each domicile. The third ricochets between the trampoline and that particular building's windows (some ablaze, some not), Breakout-style, in an attempt to rescue all remaining dwellers. Still confused? Check out this video. Anyway, it's all pretty fun--in a play-it-for-a-few-minutes-and-then-play-something-else-instead kind of way. It's also, well, pretty, if a bit archaic and simple. Each structure (a castle, a cemetery and, er, a space ship among them) is unique and well realized, for example, and each structure's inhabitants are rather charmingly crafted and animated. Speaking of the game's structures, most are single-screen affairs, but a select few take up two screens. That's worth noting mainly because these "tall" stages kind of suck due to the fact that the transition between the screens is both janky and jarring. Even then, though, Flying Hero is an enjoyably eccentric addition to the Famicom catalog and is well worth picking up (or playing via emulation) if you're into old-school oddities.
See also: Previous 'Great Gaymathon' posts
Labels:
Aicom,
arcade,
Arkanoid,
bat-and-ball,
Breakout,
Epic,
famicom,
Flying Hero,
Japanese games,
old games,
retro,
reviews,
sony,
Sony Records,
The Great Gaymathon
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